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Look Alive Plugin: Special Eyes for your Characters

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    #16
    Originally posted by tcla75 View Post
    Are you saying this is the way its supposed to work?
    Yes. This version has been updated with a more realistic animation blueprint. It does bursts of eye contact intermixed with glances. If you would like a continuous stare, you need only to modify the animation blueprint to remove the other animation states.

    Check out my discord -> https://discord.gg/kQdVwJ3

    Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

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      #17
      Originally posted by BlackRang666 View Post
      Yes. This version has been updated with a more realistic animation blueprint. It does bursts of eye contact intermixed with glances. If you would like a continuous stare, you need only to modify the animation blueprint to remove the other animation states.
      I want to give you a few pointers because this has been a very frustrating experience for me.

      1st for the plugin. people are going to buy it because in game they want to see their character go up and talk to a NPC and want that NPC to make eye contact with them continuously and not constantly glance at them for half a second and then spend the next 2 to 5 seconds looking at the floor, ceiling to the sides. Actually look away from the player so much they are not even sure if eye contact is being made. This should be built into the plugin not asking the customer to go off and mess around with a BP they are unfamiliar with.

      2nd You have to brush up on your customer service and trouble shooting skills. Don't pretend the reason you didn't answer my questions was because in your words

      "No, I felt like trying to solve your issues with the plugin was more relevant than those questions at the moment."

      No you didn't, you made virtually no attempt at trying to trouble shoot my issue. In fact your answer just before that was

      "I can't tell anything from the 2nd half of your video because you won't stand still. "

      and I'm sure you would have been very happy to leave it at that if I didn't follow up. But lets say you did try and help me with this issue. Lets pretend for a second you asked me loads of questions on what I was doing, did I try x y and z. Then still if I ask those questions its because I felt they were relevant. For you to turn around a decide which of my questions are relevant and which are not worthy of an answer is is highly ignorant. You made statements that showed you didn't look at the video the 1st time. "You still have not set the parent socket." or even read what I wrote properly

      "Because the plugin was not intended for 4.12 the animation blueprint (saved with 4.13) will not work. Ergo, you will need to delete the abp from the plugin content directory and create a new one to replace it using 4.12. You will need to put it in the same location with the same name for it to be loaded as the default. Because the abp drives all motion of the eyes, they will not do anything without one. "

      in response to

      "I tried out testing it in a 4.13 project and I did exactally as you say here " With manual focus unchecked, it will automatically attempt to focus on a LookFocusComponent. " so I put a LookAliveComponent in a AI mesh and a LookFocusComponent in the main character. I left the manual focus unchecked but this alone doesn't work. Can you take a look at this video and tell me what I am missing or where I am going wrong.

      https://www.youtube.com/watch?v=4ov8JooJ1DE

      The video you have on youtube is over half a year old and has a different BP to the one in the finished package. Can you not just make a new video showing you setting it up in a new project so we can see exactly what to do? It took me quite literary 5 minutes to record and upload that video. "

      If in future you avoid making these mistakes then I'm sure you will have great success but if not expect many more frustrating encounters like this one.

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        #18
        Sorry I had to based on the title.

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          #19
          [MENTION=50701]tcla75[/MENTION]
          With all due respect, you are very, very entitled. I am replying to you as fast as possible because you said you had a tight deadline. Your original post specified version 4.12. I am sorry that I misread your subsequent post. I was trying to reply to you as fast as possible. I find you assuming this is part of a conspiracy to give you bad support very alarming. I changed the animation blueprint based on the feedback I received. The video on YouTube is half a year old because I submitted the plugin last year. I then submitted updates for each engine version, based on feedback I received from people who purchased from me directly. Epic released the plugin without notifying me of a scheduled release date. As I have said, this is why there isn't an up to date video available, although the written instructions have sufficed for the majority of users I have been in contact with. As with any marketplace content, you can contact Epic for a refund.
          Last edited by BlackFangTech; 10-14-2016, 05:12 PM.

          Check out my discord -> https://discord.gg/kQdVwJ3

          Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

          Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

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            #20
            Originally posted by BlackRang666 View Post
            [MENTION=50701]tcla75[/MENTION]
            With all due respect, you are very, very entitled. I am at work. I work two full time jobs in addition to the freelance work I get here on the forums. I am replying to you from work because you said you had a tight deadline. Your original post specified version 4.12. I am sorry that I misread your subsequent post. I was trying to reply to you as fast as possible. I find you assuming this is part of a conspiracy to give you bad support very alarming. I changed the animation blueprint based on the feedback I received. The video on YouTube is half a year old because I submitted the plugin last year. I then submitted updates for each engine version, based on feedback I received from people who purchased from me directly. Epic released the plugin without notifying me of a scheduled release date. As I have said, this is why there isn't an up to date video available, although the written instructions have sufficed for the majority of users I have been in contact with. As with any marketplace content, you can contact Epic for a refund.
            Are you kidding me? i don't get proper support on a product I bought because you have two full time jobs? You made no attempt to help me. What questions did you ask me? What troubleshooting did you do? You say the youtube video is half a year old because you submitted the plugin last year. How does that stop you from releasing an updated video.

            Look I'm going to give you one last piece of advice and then I'm done. Your customers will only care about the service you provide to them. Not excuses on why you give such lack luster support. Most people here work full time jobs as well as doing this so thats no excuse. People reading this thread will no be looking at how you interact with your customers, the support you give and think twice about buying your product. When you read this take a deep breath, don't reply with the smart *** answer you want to, don't make excuses and think of other potential customers that will want to buy your product and then make a professional statement showing that you do intend to support this product in a professional manner because you have not done that so far.

            Edit: I had left a review on the main page giving out about your service but I decided to delete it because I knew it would harm sales and this is a product that I believe could be really great with an extra bit of work.
            Last edited by tcla75; 10-13-2016, 04:30 AM.

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              #21
              Originally posted by BlackRang666 View Post
              In the constructor you would add the LFC to the LAC's IgnoreFocuses array, so it does not attempt to look at itself.
              Hey Black great Plugin. Works great. The only thing I can't do is the above. Can you post a screenshot of this constructor Blueprint so I can copy it. Cheers

              Comment


                #22
                Originally posted by Tír na nÓg Games View Post
                Hey Black great Plugin. Works great. The only thing I can't do is the above. Can you post a screenshot of this constructor Blueprint so I can copy it. Cheers
                Here you go.

                Click image for larger version

Name:	Construct.jpg
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                Check out my discord -> https://discord.gg/kQdVwJ3

                Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

                Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

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                  #23
                  Cheers thats great.

                  Comment


                    #24
                    Originally posted by BlackRang666 View Post
                    [MENTION=50701]tcla75[/MENTION]
                    With all due respect, you are very, very entitled. I am at work. I work two full time jobs in addition to the freelance work I get here on the forums.
                    Of course your customers are going to be entitled.
                    They're entitled a working product and to be frank, the number of jobs you work should not need be a consideration for them as they purchased your product, not your work history.
                    Take it from a fellow marketplace creator, good service to existing customers helps create more sales as satisfied customers will often return to see what else you have published.
                    Visit my portfolio art here// Futuristic Lab scene // Beams and lasers pack // Laser Turret blueprint

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                      #25
                      Originally posted by The_Valeyard View Post
                      Of course your customers are going to be entitled.
                      They're entitled a working product and to be frank, the number of jobs you work should not need be a consideration for them as they purchased your product, not your work history.
                      Take it from a fellow marketplace creator, good service to existing customers helps create more sales as satisfied customers will often return to see what else you have published.
                      The product is working. The issue is "This product is not working the way I think it should, therefore I declare it not working at all, therefore you should have made it they way I wanted."

                      Check out my discord -> https://discord.gg/kQdVwJ3

                      Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

                      Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

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                        #26
                        Hi BlackRang666,

                        Look Alive is pretty slick and a great buy $4.99. I would like to use Epic's Eye Material. Can you provide a Skeletal Mesh Eyes (SK_Eyes) compatible with the Epics Eye Material & UVs?
                        GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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                          #27
                          Originally posted by TechLord View Post
                          Hi BlackRang666,

                          Look Alive is pretty slick and a great buy $4.99. I would like to use Epic's Eye Material. Can you provide a Skeletal Mesh Eyes (SK_Eyes) compatible with the Epics Eye Material & UVs?
                          ^This.

                          Also I wanted to know if this emulates saccades (the way that eyes move by suddenly snapping when looking around, but not when tracking a moving object)


                          English subtitles are available for this next one:
                          Last edited by Aumaan Anubis; 10-19-2016, 04:27 AM.

                          Comment


                            #28
                            Originally posted by TechLord View Post
                            Hi BlackRang666,

                            Look Alive is pretty slick and a great buy $4.99. I would like to use Epic's Eye Material. Can you provide a Skeletal Mesh Eyes (SK_Eyes) compatible with the Epics Eye Material & UVs?
                            In order to get the UVs to match properly I would probably need to borrow the actual mesh and I do not have permission to redistribute it. However, it should not be hard for you to export the mesh and rig it yourself, then make a subclass of the LookAlive component that drives the dilation of the pupil in the material instance from the dilation parameter of the component.

                            Originally posted by Aumaan Anubis View Post
                            ^This.

                            Also I wanted to know if this emulates saccades (the way that eyes move by suddenly snapping when looking around, but not when tracking a moving object)
                            I think the current version (marketplace is one version behind current) of the animation blueprint emulates saccades quite well. The eyes will pop without blending to its focus and then smoothly track it in the focused state while in the wandering state they move smoothly.

                            Check out my discord -> https://discord.gg/kQdVwJ3

                            Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

                            Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

                            Comment


                              #29
                              Originally posted by BlackRang666 View Post
                              I think the current version (marketplace is one version behind current) of the animation blueprint emulates saccades quite well. The eyes will pop without blending to its focus and then smoothly track it in the focused state while in the wandering state they move smoothly.
                              I seriously did not expect that answer lol

                              That's really good news, thank you

                              Comment


                                #30
                                Originally posted by BlackRang666 View Post
                                In order to get the UVs to match properly I would probably need to borrow the actual mesh and I do not have permission to redistribute it. However, it should not be hard for you to export the mesh and rig it yourself, then make a subclass of the LookAlive component that drives the dilation of the pupil in the material instance from the dilation parameter of the component.
                                Hi BlackRang666, I appreciate your response. I understand per submission guidelines "Before submitting your content, please remove any Epic sample or template content. Only content that you are personally selling should be included." I'm no modeler/animator so I would anticipate the addition of a custom Eye Mesh/BP compatible with the Epic Eye Material would boost sales

                                I've found an effective workaround by attaching custom Eye Static Mesh Component to each of the LookAlive Component by Bones: Eye_L/Eye_R, hiding the geometry. This method allows me to use the LookAlive parameters to adjust orientation/scale/animation/etc of custom Eye Geometry just like the SK_Eyes geometry.

                                This workaround leads me to believe that providing a version of the SK_Eyes with Skeleton and NO geometry would be the most flexible solution, allowing users to attach any type of Eye Mesh to the SK_Eye Bones. In fact, this approach could lead to no-impact refactoring of the current design separating Eye Mesh from Skeleton, attaching mesh to bones in code, allowing attachment/detachment in Blueprints.
                                GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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